Hey everyone currently working on a car model, but been having some trouble. As many of you know the model has to be very smooth for highlights and such. My problem is that even with turbosmooth, my mesh still looks bumpy. I know this because of edge flow but is there any way I can avoid this or is a lot of tweaking…
I gather you've an interest in class A surfacing (...borrrowing a CAD term) for automotive content?...that tend to rely heavily on reflective materials in order too convey their implicit individual design elements via volume and structure, or in other words primarily a set of unique characteristics which would typically be…
This video, [ame="https://www.youtube.com/watch?v=aTFMZTYGrWk"]Forza Motorsport 3 - Presenting the Bugatti Veyron - YouTube[/ame], is from the developer and they (eventually) talk about how they created the model and show some wireframes - although I doubt you can use their method of laser-scanning an actual car (unless…
Gonna pre-face this rant by saying this just represents my opinion as an individual, as a person, homo sapiens. @NikhilR EDIT: im not gonna comment on the culture war stuff as i agree and disagree with tons of points and thats a whole other thing. Im going to just mention stuff me as a dev and as a consumer think about…
Not suer what the MatID cap is- I don't think 8 is it though. I believe your ordering can be solved via this method from the UDK docs; When the order of the materials applied to the mesh is important, you can specify a particular order by using a special naming convention for the materials. By default, the materials will…
I'd like to get quotes for creating a 3D model of a Toyota Tundra wheel center cap. Images provided for reference. I can supply an original or precise measurements as needed. I don't care about the logo and would prefer a smooth face.
Well , the weighted normals works just fine for me in Blender if set respecting your sharp edges . You can do several modifiers working each for specific vertex group there. Same in 3d max I believe . If its on hi poly + sub-D you need to check quad flow there. Weighted normals are useless on sub-D meshes , all shading…
Hi, Is it possible to have the alpha map of my glass material casting shadows? I don't want to mask the area completely like you can using the alpha test. I want the shadow to take into account the opacity of the alpha map. Any ideas? This seems to have been asked a few times and as far as i remember its possible in UDK.…